Evil's Den: Forsaken Dungeon is a rogue-lite dungeon crawler featuring procedurally generated levels where you will battle through hordes of monsters to close portal to Hell, opened in the villages church.
Greetings, fellow crusaders!
I'm thrilled to unveil our official roadmap for the game, outlining our journey through the next three milestones. These include the eagerly awaited 0.2 release, signifying our triumphant return to Steam, followed by the anticipated 0.3 Spring update, promising significant enhancements to gameplay. And let's not forget about the exciting prospects of the 0.4 Summer update, poised to elevate the experience even further!
But before we delve into the details, let's address the elephant in the room...
[h1]Yet another delay?[/h1]
It's been some time since our last update, and we understand that an explanation is due. Currently, our game isn't generating any income, meaning that every development effort incurs expenses that we must address. To sustain our operations, our company — Overbuilt, has taken on contract work unrelated to game development. Given our limited capacity, we've had to prioritize this external work over our game development, resulting in delays.
Once our game returns to Steam, we don't anticipate significant profits, particularly in its current state. Nevertheless, we're hopeful that the revenue generated will help alleviate further delays in development.
Now back to the main topic...
[h1]Presenting Evil’s Den Current Roadmap[/h1]
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[img]{STEAM_CLAN_IMAGE}/42440322/9f7b368f5a0c50b2a5ae111a3754741e98de3f8f.png[/img][/url]
[h2]v0.2 — Steam Return[/h2]
[list]
[*] Improved character controls
[*] Improved language support
[*] Added controller support
[*] Added support for Nintendo Switch
[*] Added support for Steam Deck
[*] New interface system
[*] Bug fixes for many gameplay issues
[*] Community Translation Project
[/list]
[h2]v0.3 — Spring “Castle” Update[/h2]
[list]
[*] Castle biome overhaul, including reworked enemies, rooms, bosses, and other related content
[*] Reworked enemy mechanics and their AI systems, making combat more interesting
[*] Revamp of the random generator responsible for creating dungeons
[*] Official support for Linux
[/list]
[h2]v0.4 — Summer “Village” Update[/h2]
[list]
[*] New biome alongside new types of enemies and unique bosses
[*] Combat system overhaul, including revamp of weapons, abilities, spells, items, and potions
[*] Village revamp, including new environment and interactions
[*] New types of rooms, including puzzle rooms and gauntlets
[/list]
Now, I'd like to elaborate briefly on each of the aforementioned milestones...
[h1]What’s the current status of v0.2?[/h1]
As I compose this message, I'm reviewing our project management tool, and it appears that the vast majority of tasks for the 0.2 release are already completed. The remaining incomplete tasks primarily pertain to our new UI system and controller support. Additionally, we still need to address a few bugs, mainly concerning combat, Steam achievements, and some visual glitches. Overall, it's fair to say that version 0.2 is nearing completion.
As mentioned in one of our devlogs, while 0.2 will introduce some noticeable changes, it may not be as groundbreaking as one might expect from a major version release. We anticipate saving the most significant updates for version 0.3, scheduled for release sometime in the spring.
[h1]What's in store for the upcoming v0.3 update?[/h1]
The Spring update, affectionately dubbed the “Castle update” by yours truly, marks the game's first significant overhaul, promising substantial changes to the gameplay experience. We're embarking on a complete revamp of our dungeon generator, accompanied by a massive overhaul of our inaugural biome — the castle. Expect an array of new room variations and special landmarks to enhance navigation, alleviating the sensation of repetitive exploration.
But it's not merely a visual makeover; the update will also breathe new life into the castle's denizens, with revamped enemies. In v0.3, enemies within the castle will undergo a transformation, becoming more distinct and aligned with the castle's ambiance. Moreover, we're revisiting the AI mechanics governing enemy behavior, enhancing interactivity with players. Enemies will dynamically react to your attacks, adjust their assault patterns based on your defensive stance, and exhibit heightened awareness of your actions.
Beyond the Castle's “renovation” and improvements to the Dungeon Generator and AI, we're committed to extending support to Linux platforms, although specifics regarding distributions are yet to be determined.
[h1]What might we expect in Summer Update 0.4?[/h1]
Our summer update will address areas overlooked in 0.3, focusing on further fixes and enhancements. A standout visual transformation awaits as we embark on a full-scale revamp of our Village, infusing it with character and vibrancy to elevate its visual appeal and vitality.
Noteworthy among the changes is a comprehensive overhaul of the combat system, introducing a plethora of new weapons and abilities. These additions will unlock a multitude of play styles, each with its own distinctive dynamics and play style challenges.
Furthermore, you can anticipate the unveiling of a new biome, offering fresh locales and adversaries, seamlessly continuing the player's journey beyond the Castle biome. To inject excitement, the update will introduce novel room types for both the new biome and the castle. Enter puzzle rooms, demanding creative solutions, and gauntlets, testing your reflexes. To maintain flexibility, a new system will ensure these rooms remain optional, providing alternative routes or making their completion entirely discretionary, thus preserving the game's progression flow.
What comes after the 0.4 release? Will there be a 0.5?
Absolutely, there will be a 0.5 release. Our current strategy involves delivering substantial updates on a quarterly basis, ensuring the game receives four major updates per year, each incrementing the version number by +0.1 until reaching the full release at 1.0. Following this plan, you can anticipate updates to unfold as follows:|
0.2 — Winter 2024
0.3 — Spring 2024
0.4 — Summer 2024
0.5 — Fall 2024
0.6 — Winter 2025
0.7 — Spring 2025
0.8 — Summer 2025
0.9 — Fall 2025
1.0 -— Winter 2026
However, it's important to note that if we successfully implement our desired changes for each milestone ahead of schedule, we intend to release the update sooner rather than adhere strictly to the deadlines.
[h1]Will the game pricing change with the updates?[/h1]
Indeed, our plan involves gradually increasing the game's price with each major update until we reach our final pricing with version 1.0. However, there's an exception: version 0.2, which signifies our return to Steam, will not include any price hikes. This means that upon our return, the game's price will likely be at its lowest point, which we consider a fair decision given that this version will also represent the game in its least finished state.
As always, check out our Discord server and Steam’s community, and join our Community Translation Project if you're interested:
[b]Discord:[/b] [url=https://discord.com/invite/f3PrKGEbP9]discord.gg/f3PrKGEbP9[/url]
[b]Steam:[/b] [url=https://steamcommunity.com/app/1789340/discussions/]https://steamcommunity.com/app/1789340/[/url]
[b]Crowdin community translation project:[/b] [url=https://crowdin.com/project/evils-den-forsaken-dungeon/]crowdin.com/project/evils-den-forsaken-dungeon/[/url]